Takashi Kawai, a Professor at the Faculty of Science and Engineering, Waseda University, analyses the current boom in 3D entertainment and the potential future applications of 3D technology

2010 has been called the beginning of the 3D era, a year in which the term 3D frequently appeared in the media. Here, I use 3D to mean three-dimensional images, or to give them their proper name, stereoscopic images, reproduced to appear in front of or behind the screen. The word stereoscopic was coined by the inventor of the stereoscope, Sir Charles Wheatstone, who first used the term in a paper published in 1838. It derives from the Greek words stereos, meaning solid, and scope, meaning viewing instrument.

The phenomenon of periodic booms in 3D is often pointed out. These were mainly 3D movie booms that occurred in the 1950s and 1980s, and the present day is sometimes referred to as the third boom. The fact that 3D has until now never developed beyond a temporary fad is an indication of the difficulty in popularizing it. Nevertheless, the repeated appearance of such booms does suggest that 3D is a kind of dream technology for human beings. Here I would like to mention the characteristic ripple effect of present day 3D. The rapid development outside the film industry of 3D-compatible TVs, game consoles and mobile devices currently being announced and released by various manufacturers has exceeded the expectations of most researchers such as myself, as well as industry related people.

Issues of Present Day 3D

Although the spread of 3D is expected to result in the creation of new industries and culture, it is still uncertain what the merits and added value will be for users. When asked, “What is the advantage of 3D movies or TV?” it is not enough to simply answer that “things leap out of or into the screen”. Scientific verification of whether 3D can really convey different sensations than 2D, or of what elements of 3D people find appealing, is urgently required so that the current boom does not turn into just another temporary fad.

At our laboratory, we have been conducting an experimental study of current 3D issues as they relate to the user experience. From Figure 1 we can see that the line of sight is concentrated mostly on people, and especially faces, when watching a movie in 2D. Figure 2 is the result when viewing the same movie in 3D. Here we see that the line of sight is concentrated not only on people’s faces but also on the objects in the foreground. To clarify the cause of such a distinctive difference, we have performed a range of detailed analyses, especially of the link with the spatial construction of visual data.

Fig. 1

Fig. 2
Initiatives toward the Future of 3D

While tackling the present day tasks of explaining viewer recognition and emotional aspects, our laboratory is also facing the challenge of looking to the future of 3D. One such direction is new applications of 3D. An example of this is three-dimensional character blocks for literacy learning developed through joint research with the Division of Developmental Neuropsychology at the National Center for Child Health and Development. The intention is to utilize spatial reasoning capacity in literacy learning by adding information of depth according to the stroke order of a character to its ordinary two-dimensional shape. Such a conceptual shift from representing real shapes three-dimensionally to envisioning a specific effect and venturing to express it three-dimensionally could produce an unprecedented demand for 3D.

Another direction we have taken relates to the extension towards perceptual experience through 3D representation other than vision. Figure 3 shows an example of this, a tactile behavioral illusion system. By combining 3D and tactile stimulation based on certain measurements, this system enables people to experience sensations that have not actually been triggered. Specifically, we can create an illusion related to bodily sensation, a feeling that a stationary object touching one’s hand is moving across the surface of that hand. Such a shift in awareness from a single sense to the integration of multiple senses, or in other words, from vision to brain function, could be vital in shaping the 3D-based media of the next generation.

The desire to see remote things or to present them so that they can be seen is a fundamental trait in human beings. That is to say, interest in and expectations for 3D are perfectly natural, and so the future of 3D also seems linked, to some extent, to human potential.

Fig. 3

About the author:

Takashi Kawai, Professor, Faculty of Science and Engineering, Waseda University

Graduated in 1993 from the Department of Human Health Sciences, School of Human Sciences, Waseda University. Having completed a doctoral course at Waseda University’s Graduate School of Human Sciences in 1998, he went on to hold several positions at the University, including Research Associate at the School of Human Sciences, Full-time Lecturer at the Global Information and Telecommunication Institute (GITI), and Assistant Professor at the Graduate School of Global Information and Telecommunication Studies (GITS). Since 2008 he has held the concurrent positions at Waseda University of Professor at GITS and Professor in the Department of Intermedia Art and Science at the School of Fundamental Sciences and Engineering. Dr. Kawai has a doctorate in Human Sciences. His primary works include Fundamentals of 3D Image Expression [3D Rittai eizou hyougen no kiso]

Last year Nielsen released survey results showing that 3DTV ownership/interest levels were higher in Saudi Arabia than anywhere else in the world. That’s not surprising since Saudi Arabia has a young population, booming economy and difficult climate, which forces us to turn to indoor entertainment.

It’s been just over a year since 3DTV debuted at the Consumer Electronics Show (CES) in the US and the technology is already evolving. The most significant new development in 3D is about to come with the launch of the Nintendo 3DS gaming console — which will be a glasses-free 3D experience. The 3DS is expected to be very popular but Nintendo has warned that children under the age of six may suffer stunted eye development if they play with the console in 3D mode. Last year Samsung and Sony put out warnings about their 3D TV products noting that they could trigger epileptic fits or cause health problems such as altered vision, dizziness, nausea, cramps, convulsions and involuntary movements such as eye or muscle twitching.

Most of these warnings are probably being issued since extensive use of 3D technologies is a new phenomenon and companies don’t want to be sued if research uncovers health issues over time. Nintendo advises all 3DS users to stop playing every 30 minutes and focus at a distance so their eyes have a chance to rest.

Those individuals using a 3D system that requires Active Shutter Glasses may want to purchase EXPAND YOUNIVERSAL series 3D electronic eyewear. These glasses come with a specialized smart phone app that allows them to be optimized to address the fact that every human’s eyes and facial structure are unique and that each user’s viewing requirements and environment are different. The glasses work with all 3DTV models, 3D computers, 3D gaming consoles and cinema. Learn more about the EXPAND YOUNIVERSAL series at www.xpandcinema.com.

Consumers who haven’t purchased a 3D TV yet should consider waiting a few months until LG launches its new TVs which are based on next-generation Film-type Patterned Retarder (FPR) 3D technology. LG claims that these 3D TVS will overcome the problems caused by existing shutter glass (SG) 3D technology.

FPR delivers full HD picture quality, as well as creating a vivid, immersive 3D experience. FPR does not produce flicker or crosstalk, both major criticisms of SG technology. Excessive flicker has been the source of complaints over eye fatigue and poor picture quality, as well as serious health concerns such as photosensitive epilepsy. LG Display’s FPR utilizes polarized glasses that emit no electromagnetic waves, allowing consumers to enjoy long hours of comfortable viewing. FPR clip-on shades will also be available for prescription glasses, replacing the need to wear two sets of glasses with SG displays. Finally, whereas SG glasses severely restrict flexible head movement which cause the glasses to go dark, FPR allows users a fuller range of movement such as lying down on a sofa without losing the 3D picture.

Verizon Joins the Executive Board of the Entertainment Technology Center at USC

Verizon Enterprise Solutions will lend its technology expertise to the Entertainment Technology Center at the University of Southern California (ETC@USC) through a seat on ETC@USC’s executive board. Verizon’s global cloud, IP and wireless networks, managed security services, end-to-end digital content solutions and technology-related professional services are used by media and entertainment companies to create, transport, manage and deliver digital content around the world, on any platform, anytime.

ETC@USC is a nonprofit, member-funded entertainment technology think tank and research center, affiliated with the USC School of Cinematic Arts. It brings together senior executives, innovators, thought leaders and catalysts in a neutral setting to explore issues related to the creation, distribution and consumption of entertainment content. Verizon’s participation on the executive board will provide media and entertainment companies with opportunities to learn how Verizon’s media-focused solutions, network and technology expertise can help the industry transform its future.

“The goal of the ETC@USC is to bring industry and technology experts together to develop the solutions that will propel us through the next 20 years,” said Kenneth Williams, CEO and executive director of the ETC@USC. “Verizon’s broad set of technologies and deep industry experience will provide a unique voice on the executive board. We look forward to their active participation.”

Scott Spector, global head of Verizon’s media and entertainment vertical, added: “Verizon is committed to the media and entertainment industry, and our participation with ETC@USC will allow us to support and potentially drive innovation in the industry. There’s a vast range of opportunities to integrate technology and improve everything from digital content production through digital distribution, creating an optimal experience for the industry.”

Verizon Enterprise Solutions creates global connections that generate growth, drive business innovation and help shape tomorrow’s biggest ideas. With industry-specific solutions provided over Verizon’s secure mobility, cloud, strategic networking and advanced communications platforms, Verizon helps open new opportunities around the world for innovation, investment and business transformation. Visit www.verizonenterprise.com to learn more.

The Entertainment Technology Center at the University of Southern California (ETC@USC) is a think tank and research center within the USC School of Cinematic Arts that brings together senior executives, innovators, thought leaders, and catalysts from the entertainment, consumer electronics, technology, and services industries along with the academic resources of the University of Southern California to explore and to act upon topics and issues related to the creation, distribution, and consumption of entertainment content. ETC@USC helps drive collaborative projects among its member companies and engages with next generation consumers to understand the impact of emerging technology on all aspects of the entertainment industry, especially technology development and implementation, the creative process, business models, and future trends. (www.etcenter.org)

Verizon Communications Inc. (NYSE, Nasdaq: VZ), headquartered in New York, is a global leader in delivering broadband and other wireless and wireline communications services to consumer, business, government and wholesale customers. Verizon Wireless operates America’s most reliable wireless network, with more than 108 million retail connections nationwide. Verizon also provides converged communications, information and entertainment services over America’s most advanced fiber-optic network, and delivers integrated business solutions to customers worldwide. A Dow 30 company with more than $127 billion in 2014 revenues, Verizon employs a diverse workforce of 177,300. For more information, visit www.verizon.com/news/.